I think Sigil of Bursting is supposed to be +6% crit damage, not condition duration.
Why not just use 5% Damage? Base damage is more then crit damage.
It would be more ideal if you were running a 100% crit chance build, slightly increasing your damage. Other than that, there is no point. It is called bursting for a reason though.
Even then it wouldn’t deal more damage. Assuming you had 100% crtch …
The general crit mechanics is like this:
- baseDmg * (1.5 + crtdmg)
Now with sigil of bursting
- baseDmg * (1.56 + crtdmg)
Now with sigil of force
- baseDmg * 1.05 * (1.5 + crtdmg)
- = baseDmg * (1.575 + crtdmg * 1.05)
The only reason I can see is, for mesmers. Their phantasms don’t inherit “+ x% damage”. Cheap …
- Actually, you can feel the difference in zerker geared players and not-zerker ones. I understand what you’re trying to say, but it’s not exactly as you think.
But I sure would like to see an increase in defensive stat value. Only one of my 8 characters is zerker. - That has been suggested hundreds of times. Condition is not capped to be “balanced”, but has tachnical reasons. Your suggestion doesn’t help here.
- You can’t compare zerker gear to condition gear. For condition damage you only need malice and conduration. And since conduration is no common on prefixes, you can basically focus on malice, while zerker have to use 3 stats. With malice as major stat, you still have two prefixes available, zerkers only have one.
Conditions need a small buff in PvE. This could be done to make a slightly higher impact from malice, but nothing else. - They already balanced it. I see no problem with the current system.
- No.
Then you’d need to differ buildings in their material. I don’t think you can set a stone wall or a metal car on fire.
Builds are just made to be immune to conditions.
Developers don’t like conditions.
Are you using a race or a profession healing ability ?
well, hard to use the Fractal Relics in Mystic Toilet now …
I expect to face the same problem when I log in.
I think the achievement updated when you get >200 gold. Since you now got it by “other means” it might’ve not triggered the achievement.
If I don’t have the achievement upon login, I’ll send a mail to a friend of mine so I drop below 200g and let him send it back … I hope this’ll work
Search for “Unique”
What Khisanth said, just in short:
- You can’t talk to the containers → not a bug; others didn’t kill the engineer in time
- The Containers still have the gear on the minimap → design issue; should be changed
And Nretep, the “wall” you speak of is always there, in one way or another.
Either you get a somewhat broken system, with no “apparent” wall – and the fact that it is broken, is the wall itself; or you get a balanced system with walls that may (or not) slightly affect you in specific situations.[…]
I just believe my solution works, and doesn’t require huge changes – neither to the game itself, nor to the way players use condition builds .
As I said, just make a full stack deal its damage instantly. It’d even encourage teamplay in a five man team, like “common, we’re at 23, just dish out your bleeds”. It’d barely interfer with the current system (dynamic malice) and it’d greatly reduce the stress for parties. It’d keep the stress at world bosses, since you have to convert the stack and continuously reapply bleeds from players, but it wouldn’t limit anyone.
Yet, for all systems Epidemic needs to be changed. It’d not be completely overpowered for my suggestion (as it would with any other), but still be.
I’m not sure where you are getting at, because confusion still stacks in intensity. Confusion was nerfed with good reason. And what do you mean conditions are rng based?
Originally Confusion was set to be balanced between PvE and PvP. But later the balancing team decided that it’s too strong in PvP and nerfed it there. But … were’s the balancing in PvE ? Confusion is horribly underpowered there …
That being said, I believe all Professions should have access to stackable Conditions – I’ve suggested the Forsaken condition in another thread, wich would be available to Guardians, Mesmers and Necromancers.
I don’t think any class should be able to do everything. I prefer systems where you specialize classes, but ANet doesn’t want that. Only zerker shall be viable.
Phantasmal Haste does not do what it says on the description. What it actually does is make the skills used by Phantasms recharge faster. Meaning Phantasms attack more frequently.
Actually, it does what it says. Most players just misunderstand it. IC says "illusion summoning skills recharge 20% faster. PH says “Phantasms recharge 20% faster”.
ohh ic, thx khisanth
but what about duelist discipline? phantasmal duelist still pistol skill but cold down didt change.
So, are you looking at the tooltip or at the actual cooldown ?
I’d also like this. Especially ground targeted spells can never be targeted at illusions and therefore not damage them. And btw, they’re just illusions, so conditions shouldn’t affect them.
Guardians’ Staff #3 does not fully stack swiftness. Due to technical reasons it grants you + 1 second if you already have swiftness and + 8 seconds if you don’t.
Similar for Mesmers’ Focus #4. The Curtain only gives you swiftness if you don’t have any.
For both counts, you could use them 5x before their duration ends, so you could get 5x their meant swiftness duration. So ANet cut the stacking.
I see three possible reasons:
- As banana said, shattering illusions do not count towards the limit of 3, even while they’re “alive”.
- The fourth clone was the mesmer itsself
- it wasn’t a mesmer, but he reflected your scepter #1-3 skill
That’s old. And ANet doesn’t care.
Get other runes, like I did.
Did you complete your PvP monthly beforehand ?
You call it mantra build because you use empowering mantras ?
You combine phantasms and mantras and the only mantra trait you use doesn’t work with phantasms ?
Mantra + Phantasm:
10/20/0/25/0 + 15
- illusion dmg
- phantasmal fury; mantra CD
- ;
- wildcard; restorative mantras
Don’t use multiple sigils with CD at the same time.
Trivia of FotM rewards:
- You have a chance to get an ascended ring at fotm daily chest lvl10+
- At level 20+ the ring has a chance to become automatically infused
- At level 26+ the ring will be automatically infused
Trivia of Infusing:
- Only ascended rings and backpieces can be infused
- Infused items will have an additional suffix called “(Infused)” (e.g. “Silver ring” → “Silver Ring (Infused)”)
- You can only infuse “un-infused” items
- Infused items preserve their stats and get an additional line “+5 Agony Resistance”
- Infusing replaces the “un-infused” item with an infused items. Meaning it will be a new item – empty slot and not soulbound
- Infusing rings in mystic toilet costs ring + 5 vials + 3 clobs + 1 shard
- Infusing backpieces in mystic toilet cost backpiece + 1 clob + 250 ectoplasms + 1 gift of ascension (excluding karka shell)
Trivia on infusions:
- Infusions are upgrades you can put into infusion slots
- Offensive infusions only fit into offensive infusion slots, defensive in defensive and utility in utility slots (amulet only). Omni infusions fit in any infusion slot.
- Inserting an infusion will overwrite the previous infusion
^
no. On bosses full power without crit is about comparable to the current condition damage system. But conditions get capped. Imagine conditions would deal equal damage to zerker and then you’d limit your critting to 13 times per second. So the first 13 may crit, the others are disabled. You find that fair ?
Crit is disabled on most world bosses, indeed. But it’s enabled on buildings. And I think there’re more buildings than world bosses. Just think what you fight more often. I run alot “xyz on crit”, which is also completely disabled on world bosses, but also on buildings. Not because I can’t crit there, but “bleed on crit” is pointless on world bosses AND buildings.
And disabling crits on world bosses is most likely due to technical reasons.
Don’t complain when you’re on the long side of the stick.
It’s a more drastic change compared to the current system than you think.
Burning and poison would deal multiple times more damage then, since it’d tick for each player. It’s a design choice to allow this or not. And probably even worse with vulnerability.
I’m not sure if a single source dealing 10x 1s of burning will be treated as individual stacks or added in duration. The later one would reduce the stress without any drawback.
Yes, duration stacking have their own stacks even if not shown. Pretty much like you said, it can be described as “time slots”. But we don’t know if a single player uses up multiple of those. Your system would also require more management here.
No, your system does not allow dynamic malice. Once you add one bleeding the malice will applied once and the “duration left” and “damage left” will be calculated. While it’s ticking, there can’t be a refresh. This is also a design choice, unlikely to be wanted by the developers. As discussed in another thread, simply making the current system to a static malice system would reduce the stress and allow more stacks.
Conditions aren’t meant to deal burst damages. While your system would negate the “overlapping bleedings add”, it would reduce the total time of bleeding by a small amount (given finite time) – as I explained earlier.
As I said before, I don’t like systems which would increase the stack size a bit, since it’d just make you hit the next wall. In that future other players will also complain about the cap and make further suggestions to “slightly optimize” the condition stacking. The main problem “server can’t handle it” or “limited by technical difficulties” will not go away.
Yes, your system might make it a bit better, but not solve the main problem, especially once you have 21 bleeder on a world boss. I’d agree with making burn and poison the way you suggested, so everyone can deal his own damage (not being pushed around by stronger ones), but that’s also a design choice. Developers might not like that, since it’s duration stacking for a reason.
Your system might slightly optimize the bleeding, but would just hit the next wall. There are other suggestions which would make the whole cap problem void. Like I suggested before, to turn a full stack into direct damage. Period. It’d also only work with a partial static malice system and would be difficult with confusion, but would solve the rest.
I’m pretty sure I read it at least thrice. You said you’d add both portions to the new one. I didn’t understood why you did this. Pretty much to not overpower conditions, that’s why I read it multiple times.
Well, with your “new” suggestion, I’ve simulated my exaggeration. If you have the same properties (10x 10s @ 100 dmg/tick) you get the same result as the current system. Regardless of duration and damage you always get an acceptable result as long as you inflict them all at the same time. Then I moved the time of infliction to 5s after another and after the fifth infliction, you get somewhat steady results. Meaning the damage becomes constant and you add 5 seconds every 5 seconds.
Example, you inflict 20x bleeding. Start with the first at t=0 and continue to inflict one every 5s. Each bleeding has a 10s duration and a raw damage of 1000.
Current system:
- duration: 105s; damage 20,000.
Your suggestion:
- duration: 102.5s; damage 20,000.
I suppose the difference is negligible. This way you’d have a system which only needs one stack. But since you need to credit the damage to a player, each player would need his own one. The management of the stack would be quite heavier, but the application faster. Fractions of seconds are still not discussed, but probably in favor with your system.
But it doesn’t completely solve the issue. While the management is heavier, you’d need to lower the stacks to like 20. So 20 players can cause bleeding (and shift accordingly) but what about the others?
In short, your system:
- limits bleeding to ~20 players
- doesn’t solve duration stacking conditions
- would overpower vulnerability
- would overpower Epidemic (as every suggestion)
- would make condition damage static – means only calculated upon infliction, not “live”
- would make confusion slightly weaker due to duration leaks
- wouldn’t lower server stress
But would probably give those 20 players a bit fairer chance to deal damage.
Those that don’t use the clone on dodge trait. ;D
Is… is that you ? The mesmer nor using DE ? Can I have an autograph ?
Phantasm Bunker Mesmers shouldn’t use DE. And that’s quite a common build nowadays.
you have to take in mind that all those cleanses are “active”, so when you get feared and have your whole bar full of conditions, you won’t be able to get rid of them quick enoegh
You have to take in mind that even fear can be broken by mender’s purity + healing mantra or cleanmantra. Furthermore it can be broken by any stunbreaker, like stability mantra, blind or even signet of midnight.
Mantras are “active” but can be applied anytime. Even while reviving or channeling I can heal and clean myself. That it pretty much the point of the current mantra system.
I didn’t mean to say my idea is flawless, merely that it’s a clear improvement.
Your sarcasm just makes you look bad.
Yeah, and even discovered flaws must be “mistakes”. Your system must be flawless, by definition.
It’s better than the 3rd player not being allowed to cause conditions.
25 stacks is hypotetical – I am merely assuming a limit is needed for the sake of server performance.
Indeed, even two players can reach the current stack limit, but they don’t completely cancel each other out. Even the 5th necromancer can manage to deal some conditions. With your system, the 26+th players is not allowed to deal any condition. So if the first 25 players are zerker warriors without any condition, even the 26th player is not allowed to deal them.
It looks like you flawlessly misread my suggestion.
I looks like you flawlessly ignored your own flaws. And you didn’t even notice the “how the current system works” and instead complained that it’s not what you suggested … You didn’t even realize that the new stack only has a single tick. Two bleeds combine and cause a single tick of doubled damage. They do overlap …
But yeah, you are right, I made the % values from the durations, you explained them from damage. So correction my miscalculation in the second example (the first is still right), you’d get 10,000 bleeding damage over 2833.2s instead of 3100. And with 20 times the skill, it’d be 23.9 months instead of 45.
Your suggestion is, that the stack is based on “source”, “damage left” and “duration left” instead of the current system “source” and “duration left” for each stack. (Let’s ignore that in your system the condition damage is not live, but static.) You add the “damage left” from the new skill and portion the old “duration left” with the new “duration left”. As you correctly said, using the old “duration left” would drastically increase the D/S of durations and using the new “duration left” would drastically lower your D/S as long as you keep stacking. If you’d stop the stacking or insert a limit, you’d get the same D/S as the current system (given infinite time).
To explain your own example with my notation
- Start with 0 bleedings, so “0 damage left” and “0 duration left”
- inflict bleeding with 20Dmg and 5s, so the stack goes “20 dmgL” and “5 durL” – dmg per tick is DmgL/DurL = 4 d/t
- three seconds later, it becomes “8 dmgL” and “2 durL”, since it ticked for a total of 12 damage and 3s
- you inflict another bleeding with 20Dmg and 5s, the stack has to be recalculated:
the new “dmgL” is the sum of the current and the new, so 8 + 20 = “28 dmgL”
the new “durL” is the sum of the old and the portioned new (2s + (8dmg/28dmg * 2s) + (20dmg/28dmg * 5s) = 2s + 0.571s + 3.571s =) 6.143s
Note to myself: Don’t trust Nurvus when he’s doing simple divisions. 8 is 28.5% of 28 and not 35%. - So the stack’s new properties are “28 dmgL” and “6.1 durL” which means d/t is 4.56
- for the remaining 6.1s the stack ticks for 4.56 dmg/tick dealing total of 28s
- the whole scenario took (3s + 6.1s =) 9.1s and dealt a total of 28 damage. The current system also deals a total of 28 dmg, but within (3s + 5s =) 8s.
To calculate the 10x example for you, since you didn’t understand it.
- Start with 0 bleedings, so “0 damage left” and “0 duration left”
- 1st bleeding with 100 d/t and 10s duration; stack has “1000 dmgL” and “10 durL”
- 2nd bleeding with 100 d/t and 10s duration; stack has “2000 dmgL” and “20 durL” – fine for this
- 3rd bleeding with 100 d/t and 10s duration; stack has “3000 dmgL” and “36.67 durL” – something happend. Because the old stack had higher “dmgL” the new stacks get a bigger part of the 20s than the new 10s …
combined_durL = old_durL + old_durL * old_dmgL/(old_dmgL + new_dmgL) + new_durL * new_dmgL/(old_dmgL + new_dmgL) = 36.67s - 4th bld; stack has “4000 dmgL” and “66.67 durL” – it happend again. The old stack has 3000 dmgL which is three times more than the new bleeding, so the old duration means more.
- 5th bld with 100 d/t and 10s duration; stack has “5000 dmgL” and “122 durL”
- 6th bld; stack has “6000 dmgL” and “225.3 durL”
- 7th bld; stack has “7000 dmgL” and “419.9 durL”
- 8th bld; stack has “8000 dmgL” and “788.6 durL”
- 9th bld; stack has “9000 dmgL” and “1490.6 durL”
- 10th bld; stack has “10,000 dmgL” and “2833.2 durL”
Now please tell me how you didn’t say “add the both portions to the previous ‘duration left’”.
@OP
Your suggestion is worthless. You suggested to open a limit which is given by technic. Like “Build me a jetpack which can fly me to Saturn”.
There are multiple suggestion to the current condition stack issue. We (players) do not exactly know where the bottleneck is, but (I think) things could be done without flooring or OPing condition builds. But surely [Epidemic] needs to be changes. ANet seems to be very careful with this topic and we do not know if that issue landed on the wrong pile.
@ conditions are expensive
most ppl think that ANet is cheap. When Jon Peters said, that condition stacks are “expensive” it doesn’t necessarily mean “costs money”, but maybe “costs computing time” and “costs traffic”. And the term “bandwidth” usually refers to network traffic, but technically means something else. He might also refer to “cpu intensive”.
@ “there is WvW”
Now please compare the amount of (mobs + players) in an open world map and a wvw map. It’s like saying “why can’t my bicycle go 300 km/h? the train can, too”.
How about staying ontopic?
I doubt anyone but the developers know how excatly the drop mechanics work.
[ Ontopic ]
Alot egoistic people are complaining now. ANet has acknowledged their fail implementation with the current MF system. While it’s fine when soloing, it’s contraproductive when teaming. When I find out that someone in the party is using MF gear in tight situations, I won’t invite him a second time.
It is as the others said, you drag the party down and get rewarded for it. And that’s what ANet didn’t intend. Even soloing when doing difficult events (grenth and such), you drag your whole server down with MF. You make the event scale up but only do half as much as others. If everyone’d wear full MF equip some events/ dungeons wouldn’t be possible to complete.
Afair the support once said:
- Visit chantry of secrets
- Visit every city
- Visit every other map
If this doesn’t work, write a ticket.
^
Necros are overpowered. No point in trying to balance towards them.
No class can continuously clean conditions while being hit by Scepter Necro, except grandmaster engineer at 25% HP.
If you’re afraid of Necros, use Torch (incl trait), Mender’s Purity, CleanMantra, NullField and ArcaneThievery. Then complain again that Mesmser has least means of cleansening.
- Domination
- Total Insanity: +25% Confusion Damage.
I guess this doesn’t work with the current system. Condition’s damage is bound to malice and not traits, runes or food. Better make it + duration
- Total Insanity: +25% Confusion Damage.
- Dueling
- Protective Mantras: Gain 3 seconds of protection when you cast a mantra. (Cool Down: 10 seconds)
We don’t need toughness or protection, we need stability or aegis here - Furious Daze: Gain 3 seconds of quickness when you daze a foe. (Cool Down: 15 Seconds)
So, pulling and pushing does interrupt but shouldn’t trigger it anymore?
12. New Concussive Strike: Deal 20% more damage to target that has confusion on them.
You put confusion damage to domination GM to dueling GM. The original condition line is illusion. I expect you want to run a 30/30/20/20/30 build then.
- Protective Mantras: Gain 3 seconds of protection when you cast a mantra. (Cool Down: 10 seconds)
- Inspiration
- Menders Purity: Remove a condition from allies when you heal.
I think Mender’s Purity is strong enough. Especially with HealingMantra. - Forceful Mantras: Create an area of effect knock back when casting a Mantra. (Cool Down: 10 Seconds) Radius: 180, Damage Coefficient: 0.65, Cannot Critical
Mantra builds then also require a 30/30/0/30/0 build ?
- Menders Purity: Remove a condition from allies when you heal.
- Scepter
Giving #1 2 torments and 1 confusion is pretty much overpowered
- Sword
You really wanna increase blurred frenzy further?
- Arcane Thievery
No, I don’t need to stand in melee to get the boons. Especially not 3 seconds and ask the opponent politely to also not move
- Mantras
They are fine the way you are. Actually, I’d prefer a longer casttime. If you can’t micromanage your gameplay, don’t use them. Giving them a 1s casttime would make them like other skills. And especially do no increase MoPs recharge from 1s to 15s!
I’d disagree with most of your suggestions.
@Sinaya
- pDisenchanter: 2 boons/ conditions removed per hit
- AThievery: 3 boons/ conditions transferred per use
- NField: AoE 1 condition removed per tick (dunno about boon) – its tooltip is quite outdated
- Menders Purity: 1 condition removed per heal
- Shattered Conditions: AoE 1 condition removed per illusion per shatter
@OP
I think the current version is fine. But I also suggested more support abilities for mantras, which included a single AoE removal on that mantra.
My suggestion is an obvious solution.
If they can’t find a better one, just implement mine. There are no meaningful downsides to it, neither from gameplay nor coding perspectives.This may sound arrogant, but it’s the simple truth.
If anyone sees flaws in my suggestion, please share them.
Yeah … simply the truth. You’re definite. Everything is as you say.
Talking about flaws.
Suggested Mechanics
- There is still a maximum number of stacks (can stay 25).
- Each player owns 1 stack, wich makes it fair for everyone when there happen to be multiple condition builds
So, the 26th+ player is not allowed to cause conditions …
Example:
- You apply a 20 damage over 5 seconds bleed.
- It does 4 damage per second
- 3 seconds later (3×4=12 damage done), 8 damage and 2 seconds remain.
- At this point you apply another 20 damage over 5 seconds bleed.
- It will add the remaining 8 damage to the new 20 = 28.
- Since 8 is 35% of 28 and 20 is 65% of 28, it will add 35% of 2 seconds to 65% of 5 seconds = 3.95 seconds.
If it simply added the durations, you’d lose Damage per Second everytime you applied a new effect.
If it simply used the the new duration, you’d gain Damage per Second by applying a shorter duration effect.
Current system:
- 3s @ 4 dmg each
- 2s @ 8 dmg each
- 3s @ 4 dmg each
- total of 8s with total of 40 dmg
Your suggestion:
- 3s @ 4 dmg each
- 5.95s @ 4.706 dmg each
- total of 8.95s with total of 40 dmg
So … inflicting bleeding while the target bleeds gives a penalty. … Let’s exaggerate it a bit: Imagine you deal 10x a 10s bleed of 1000 dmg (10 skills x 10 ticks x 100 dmg) at the very same time.
Current system:
- 10s @ (10x 100=) 1000 dmg
- total of 10s with total of 10000 dmg
Your system:
- 3811.65s with total of 10,000 dmg, so @ 2.624 dmg/s
- total of 3811.65s with total of 10000 dmg
Flawless system. It’d just decrease your D/S by factor 381. And btw. its not just exponentially, even the factor slowly increases. If you’d manage 20 skills (20 times 1000 dmg over 10s), you’d reach a duration of 3,892,934 seconds … 45d of bleeding with a summed damage of 20,000. Be patient my necro.
And at the same time, it’d increase the stress of the server due to recalculating the duration and the additional stacks once there are more then 25 players. (and for duration stacking increased stress for more than 1 person).
It broke like two months again. I replaced my runeset 2w ago, not expecting such a simple fix anymore.
They don’t appear if you’re not in combat.
If you’re in combat with no enemy around, they just stand there and explode after some while (5s ?)
New Mesmer Elite/ Utility:
Phantasm. Summon two phantasms with the type of your left hand weapon’s. You become one of them. The only option skill you have is “undo transformation”. While you’re a phantasm you cannot fight/ move on your own, but your character behaves exactly like the phantasm (moves, attacks and deals damage). You have the same health as the phantasm. If your health reaches 0, the transformation is undone and you get your original HP back (like death shroud).
Casttime 1.5s.
Duration 10s.
CD = CD of the phantasm’s summoning skill times three.
You can overwrite infusions like you can with upgrades (runes/ sigils/ crests/ jewels …).
Hello all! I am making a guild for bilingual people, people wanting to learn a new language or need help learning english…
I am making a guild for people of any language (mainly Spanish, Chinese, English and German) for us to help communicate and improve our speech.
The way the guild will work out is there will be an officer for each language. That officer will help communicate and teach others their given language thus mutually benefiting everyone.
If you are interested please mail me : Scarlet Warrior
- Deutsch: Ich mache eine Gilde für Menschen jeder Sprache (hauptsächlich Spanisch, Chinesisch, Englisch und Deutsch) für uns zu helfen, zu kommunizieren und verbessern unsere Rede.
Die Art und Weise der Gilde erarbeiten wird, ist es ein Offizier für jede Sprache. Dass Offizier hilft kommunizieren und andere lehren, ihre gegebenen Sprache somit gegenseitig profitieren alle.
Wenn Sie interessiert sind, bitte Mail an mich: Scarlet Warrior
While it’s kinda pointless to make multi-lingual posts in the english part of the forum, I’ll still translate it for you.
German
Hallo an alle! Ich mache eine Gilde für Spieler jeder Sprache (hauptsätzlich spanisch, chinesisch, englisch und deutsch) um zusammen zu reden und unsere Fremdsprachen zu verbessern.
Zu jeder Sprache wird ein Offizier ernannt. Dieser hilft bei Unterhaltungen und erläutert anderen seine Sprache, wodurch jeder profitiert.
Wenn du interessiert bist, schicke eine Mail an mich: Scarlet Warrior
I assume Scarlet Warrior is your character name. Then replace “Mail” with “ingame Mail”.
- Trade 10 fortune scraps for a bazaar box
- Get a recipe
- get 5 rare crystals
- craft your celestial, exotic, accbound equip
Remember that you need 1 recipe for each crafting job and 1 for each equipment you want to make. Buy them from TP if necessary.
As I said, making malice dealing “live” damage is a design choice.
#1
I assume the developers wanted a dynamic combat system, which usually implies the current system. And at the same time, it is less abusive. Imagine you had a source of 25 might stacks for a single second. You could use it and burst “all” (lol, casttime) your condition skills to deal max damage even after the buff. The current system would be fairer and only grant you one second full damage.
#1-2
I’m not sure if they actually make the duration increase or just add one stack. Adding a single stack works better, since it has to be done anyways with multiple players. Making an actual duration increase would lower the stress, indeed.
But assuming it is implemented as different stacks (like bleed), your problem doesn’t matter for any system. If they’d implement a static condition damage system, you’d apply three stacked burnings with different damage and duration properties, which are applied one after another (strongest first), just like when using multiple ppl right now.
Confusion also stacks in intensity.
#2
As I said before. A system with static condition damage would encourage timed condition infliction (buff and then use your skills) but also discourage untimed buffing (why buff when the condition is already applied). It’s also very difficult to time your buffs with your teammates, assuming you use a static system. A dynamic one would work on both.
#3
Imagine you’d see your opponent flee from you (PvP) with tons of conditions and you can’t catch up, just might yourself.
Genrally
As I said multiple times right now, both systems have advantages and disadvantages. It’s just a choice of the developers to use the dynamic version. And designs shouldn’t be limited by technical implementation.
But I’d still prefer a 35 stack static system than a 25 stack dynamic system. Especially since both have their own advantages.
Interesting thing though: I wonder why conditions check the malice of the player in the first place? Why can’t each condition just go off of the malice from when it was applied, and keep a static amount of damage regardless of what happens to the player? The more we talk about this, the more I think the condition bandwidth problem is a product of bad programming.
[…]
If they removed the need to constantly update conditions with player malice, and instead made conditions static upon application, I get the feeling that this would optimize the system greatly. I can’t think of any balancing reasons why this wouldn’t be done.
As I said before, I’d also agree to static condition damage (once applied), if it’d reduce the stress by a noticeable amount (and let’s them increase the stack size), but that was most likely a design choice, not a bad programming.
If you alone fight a mob as guardiang and manage to stack up 20s of burning (by various means), buffing yourself (12 might) makes your (previously applied) ticks stronger. Unfortunately it also requires “live” “resorting” on duration stacking effects. I don’t think it’s necessary, but it’s a design choice.
Regardless, by simple calculations I am referring to the fact that condition damage is done through just multiplication and addition. I’ve encountered games before (like runescape) that used a series of logarithmic formulas to calculate things such as damage and defense, requiring more computing power to come up with a result.
Yeah, you can separate maths operations in terms of “complexity” when computing on CPUs (different for GPUs) and things like log, root and factorials should lead the list. But there’s still a difference in “calculating once the equipment is changed” (ragnarok online’s way) and “calculate each tick of conditions”. I don’t know how malice is calculated each tick, but a single attack might inflict 10s bleeding on 3 enemies causing 30 (10?) recalculations of bleeding damage, while a single logarithmic version could only be calculated once and plied 30 times.
And this has to take place on every single hit. This means that skills that hit multiple times, such as Unload or LIfe Transfer, in theory would cause an immense load on the system.
As I observed multihit skills, they only calculate the damage for one hit and reapplied it for the remaining. e.g. rangers burst shot vs non-crit targets. The first hit randomed 111 damage, so the remaining hits deal 7×111 damage. But yeah, they crit individually and trigger so and so on.
Fact is, when I cap conditions on a champion while I’m by myself, the entire zone doesn’t start skill-lagging and freezing up.
That’s the way with netcode. You don’t know how much is processed on the client side.
Load reduction might be a reasonable explanation for why so many bosses are treated like environmental objects with conditions enabled. No precision means no crits, no procs.
As I said before, don’t mix dragons and buildings. dragons are immune to crits and buildings immune to conditions.
But generally yeah. Server stress might be an explanation for disabling crits on dragons. The penalize condition and crit builds. So favoring direct damage really is their thing.
I didn’t say that damage was stored in the condition itself. I said that damage is done as a function of malice, and malice is stored as a certain number of bytes. I also said didn’t know how much data is needed to process the damage equation.
Not quite. Malice is not stored in the condition itsself, the owner is. In terms of coding it is a big difference:
For each condition stack
- If remaining duration <= 0; remove condition; don’t continue
- get playerid
- get players current malice
- calculate tick damage
- reduce remaining duration
- apply tick damage
If you’d store the condition damage or malice in the condition itsself, you wouldn’t have to check the malice for each tick from one of the players. I don’t know how efficient the player code is, but getting the malice from a player ID (#3) should have a higher stress than probably all other steps.
Technically, I’d insert the condition’s damage into the stack. This would mean an applied bleeding wouldn’t change its damage “live”. Instead it’d use the damage you had when you applied the bleeding. This would encourage timed infliction when you’re buffed, but discourage buffing while your conditions are applied. It should reduce the stress by quite a bit.
the duration of conditions cannot be precise because it has a precision limit hard built into the game. This precision limit is the game refresh rate, or how many ticks per second the game has.
Not all games work in “tick based computing”. But yeah, every digital system has a limit in precision, that’s no secret.
The interesting thing is, the equations used to calculate conditions are really simple.
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Player identity is a static value applied to the condition based on who used it.
“Simple” is an interesting word. For the computer there’s noting “simple” or “difficult”. The equation “looks” simple, but you still need to compute it. Let’s have a look at it …
(0.05 * Condition Damage) + (0.5 * Level) + 2.5
two multiplications and three additions. A single ALU (single math unit within a PU) would need like (2×4 + 3×1) = 9 cycles to compute a single tick … assuming all constants would be present at time. Using simple commands, it’d be like
- clear ALU
- load 0.05 in ALU
- get malice from playerID
- multiply malice to ALU
- store ALU in slot x
- clear ALU
- load 0.5 in ALU
- get level from playerID
- multiply level to ALU
- add slot x to ALU
- add 2.5 to ALU
- store ALU in slot x
Barely anyone coded in this depths, but this is what the CPU has to do. The italic lines are complex functions. You need to check the livePlayerDB for the ID and get another column as result. And this assuming you don’t have to recalculate the malice from level, equip, traits and buffs.
Imagine a single line to need 1 cycle, the italic lines at 5 cycles (way to low) and multiplications at 3 cycles and you get 24 cycles just to calculate the condition damage … now insert it in the code I wrote above … so far for “simple calculation”.
The big part of the traffic comes from HP and the damage the condition inflicts. The computer would have to check the player identity flag, refer to that player’s stats (malice and level), preform a calculation based off of their current malice and level, subtract that from the enemy’s HP, an do this calculation at least one a second. It is here that most of the processing takes place.
Substracting the total life shouldn’t be that difficult. And for the traffic, I don’t know the netcode. I don’t see other players’ damage, so I only see mine and the boss’ HP value. I also don’t know how often it’s refreshed. I don’t think it’s necessary to refresh it more than twice a second (for pvp). That’s why I don’t think it’s a traffic issue, but I’m not common with netcode.
Whenever a player does direct damage, it has to update the enemy’s HP and then send that information back t every player within range. Direct damage doesn’t have a pacing cap at all, so when you have 50 players all attacking a single champion, firing off 2 attack per second or so, then the champion has to calculate the damage done and it has to do this 100 times a second.
You are right. But when 30 players deal direct damage at 1x per sec, it’s still only 30 calculations per second. You additionally have to calculate multiple conditions, at least 25 bleedings. Imagine any necro attack it gets 1 direct damage and 4 bleeding damage ticks. The caps are chosen to allow direct damage and condition damage.
When activated, doesn’t the signet of inspiration give all of your current boons to your allies? My reasoning for the “A signet that gives a condition to opponent/a single* boon to you and allies active and a passive movement speed” was because I thought that the signet’s activation gives all your boons to allies.
It passively grants you one random boon every 10s. Most of them don’t even last 10s so it’s far from having “1 boon up at a time”. Yeah, it copies all boons on yourself (including duration) to your allies (5 max, I assume). Then the passive effect voids. So it’s not like “granting allies the same boon all the time”. And it has nothing to do with conditions.
Rather more, mesmer is like the class with the least boons, rarely reason to copy them. Maybe necro is worse. If I use the SoI, I do it to copy might stacks I get from others or by sigil and food. It’s passive effect is really, really bad. So I assume the one suggesting meant to replace the current passive effect and keep the active.
Still, since these signets only give a single passive bonus, ie, movement speed, a new signet like signet of air, the hunt, the locust, rather than adding this perk to an existing signet, seems to me to be fair. Am I wrong in saying that mesmers getting a signet that gives 25% movement speed + a random boon every 10 s is more powerful than say, a single signet that merely gives movement speed?
That for sure.
As I said, I don’t want to mix current effects or balance skills, I’d prefer a general rework of ooC movement. But generally only 1/4 mesmer signet is used for its passive effect.
Every condition that is applied needs to keep track of several things. It’s duration, it’s stack, it’s damage, and its user. Using this information, we can identify how many bits are necessary to hold this information:
Condition damage is not stored in the condition itsself. Each time it ticks, the player’s current malice will be computed again. e.g. if you inflict 10s burning and get one might after five seconds, the remaining 5 (/4) ticks will be of higher value. This also influences the priorization order of duration stacking effects.
Duration: the duration of conditions is divided into quarter seconds.
Wrong again. Only the tool tip rounds to the nearest quarter. The duration itsself will be “precise”. e.g. 1s burning + 10% conduration = 1.1s burning while only 1s is displayed.
http://wiki.guildwars2.com/wiki/Condition_Duration
Now, I have never heard of a duration “cap”, so to speak, but I also haven’t seen any condition stack its duration for higher than a minute.
Each players condition duration is capped at + 100%.
But I’ve also heard that burning is capped to 30s … not sure here. Maybe it’s also capped at 25 sources.
But, lets just assume that the duration cap is two minutes. This would be 120 × 4 = 480 different values for the remaining duration. Data is stored in games as bits, with 8 bits equal to a byte. Each byte integer increases the storage capacity by a factor of 8, so two bytes can hold 64 different values. This means that, to contain the duration of the condition, it would need 3 bytes (maximum of 512 values).
Your understanding of bits and bytes seem off.
A byte usually contains 8 bits, indeed. But it doesn’t mean a byte can hold 8 different values. A byte can hold 256 (2^8) different values and two bytes 65536 (2^16). But this doesn’t matter here.
The problem shouldn’t lay in the storage needed, but the processing time or traffic size. The traffic one should be obvious, but would wouldn’t explain some things. I mean, the server calcs the remaining HP and has to transmit it to anyone, regardless of the number of conditions.
So let’s talk about the computing stress. Imagine you have 30 sources of burning on a single boss. So each tick the server has to go through each burning entity, check the source (player), calculate its current malice (can change anytime), select the highest one and apply the single tick of burning. Pretty much the same for bleeding except that every bleeding deals damage.
And now do this for every condition for every mob on the server. And then imagine you do this for as much attacking players there are.
And then you’ve to deal with replacing bleedings … does it really cap or will weaker ones be replaced? Not sure if anyone has tested this yet. We’re really missing test golems in LA which can be inflicted with conditions and last longer than 10s.
As long as it makes soulbound items into accountbound, I’d be fine with it. But making soulbound items free tradeable, no.
Poor fractals.they get worse each patch.
Doesn’t matter. As long as PvP is fixed and balanced, everyone is fine.
The idea behind giving different classes their own basic form of condition damage is that it is much easier for the server to handle than just increasing the cap. Why? Don’t know.
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Regardless, if you get enough torment users in an area then the server already experiences the amount of stress that my suggestion would impose. So, it is safe to assume that the servers can handle what I am suggesting.
As I said, your suggestion would equal to “make bleeding stack to 50”. In terms of additional damage and in terms of additional server stress.
It’s not “can handle”, but “going in the wrong direction”. Because what you’re suggesting is a minor patch only delaying the main issue by creating more server stress. Since the issue will not be solved, others will suggest the same then. Create an additional condition to get its own stack. Then you again delay the problem and increase the server stress. And then again … That’s why it’s equal to “make bleeding stacks bigger”.
It must have something to do with programming, since without some knowledge on the subject I don’t see the wisdom of introducing torment at all. I don’t know jack about what an array is in game design.
Actually, the current system already includes arrays. The “common array suggestion” (making arrays → use multi dimensional arrays) would just explode the server stress.
To explain it … assuming the application of each condition is indepent to any other (so not the tick based theory). Each boss (mob) has its array of bleedings, meaning it has 25 reserved slots for bleeding with duration and (player) source. Once those 25 are filled, the server continuously has to check if any of those actually ticks, recalculate the dealt damage, reduce their remaining duration and replace them once a new bleeding is applied.
Now the “common array suggestion” would mean instead of 25 bleeding stacks, each mob would have 25 slots each player. So on world bosses with 25 players, it’d equal 625 (25×25) bleeding slots, which have to be managed just like the current 25.
If the current system is tick based (second theory of players), it’d be basically the same, but the server only checks once a second once the first tick based condition is applied. It’d still increase the server stress (computing and transmitting) by 25.
You must also realize that there is far more issues with conditions than on just environment world bosses. There are plenty of champions and bosses who allow crits, such as every temple boss in Arah. There are also all of the bosses in dungeons who aren’t environmental objects.
Don’t mix yellow bosses with buildings. You can crit buildings, but can’t put conditions on them. Yellow world bosses are the opposite. But I do have multiple characters with “on crit” builds, which is kinda awkward there.
It behaves like it records the position for the blast finisher when you enter stealth but applies it’s effect when you exit stealth
Isn’t it better that way ? You see a fire field and want to give your mates might, press prestige, fire field runs out, you come out of your stealth and nothing happens.
Yes, it’s pretty wierd, but I think it’s ok the way it is.
btw, remember that when you’re ooC you can switch weapons.
- Have a focus in your inventory
- doubleclick it
- use #4
- doubleclick the swapped out weapon
- done